Indeed, the money income seems so... lackluster. Especially if you lose any building you're basically set back 3 waves to even get to the point before you lost it.
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Also: Building suggestion.
Building: FORCE-field.
Cost: TBD for balancing.
Health: ~400-500
Description: When fully charged, sends out a wave that pushes all enemies backwards greatly. Does no damage. Ability is free to use, has a long CD of ~1-1.5 waves in time. Larger enemies are less affected by it. Activate using a button on HUD or where ever it's most convienient.
Special conditions: One allowed per game, though if destroyed can be rebuilt.
As far as money goes, it's tied to how many enemies you kill which is tied to what wave you're on, so at the start you're getting like $100 per wave, and by the end you're getting near $1000 per wave.
If you build a pro base and don't loose any money, you can end up with $40k total by the end. But if you loose a few buildings near the start, you get in this position where it's hard to recover and you're always loosing buildings. Kind of like how real capitalism works, the more money you have, the easier it is to retain that money.
It's an inherent flaw in the resource system. Which is why I'm splitting it in two in the next game. Gonna have experience and energy. Experience comes from killing things (which you use to buy the plans for buildings or weapons) and energy (fixed regeneration) which you use when you put down a structure or fire a gun.
I could just buff how much money you get from killing things, but I'm worried it would be too easy. You get this 20% "subsidy" on all the money you collect in easy mode. In hard mode, its a 20% "tax". Have a play with the difficulty settings if you want to see what I mean.
As far as that building goes, I'm planning on putting in a kind of armor that does that sort of thing. I think armor would be better for it because of the cooldown mechanics already built into how armor works. Hopefully it's not too hard to do, I know it would be a motherfucker to try and code in game maker, but in XNA it should be easier.
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An XNA version would be perfect. Would you be porting it to the Xbox 360, or just using XNA? Since if you are considering local co-op, an Xbox version would guarantee sales.
Hopefully Windows and XBLIG, we have versions for both, but I have no idea what the laws are like surrounding releasing on both platforms.
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If you're playing the one with waves of melee or explosive bots and you're a lazy bastard then just spam up pipebombs then hit all 20 waves at once. Works even better when you grab the light armour, which shouldn't take too long.
Anyway, I like the gameplay. It's a lot of fun but a bit more control over what your bots do and make them a little smarter would be great. The money mites for example are rather frustrating, you'll have all of them end up going after the same money most of the time. This is most frustrating on levels with objects that create money, as they will all go for one and forget about the other half the time.
Yeah it's a hard thing to figure out. Such is the nature of trying to combine two genres I guess. You can *somewhat* control the bots with the command tower, but the controls are hard to get a grasp of. Just building the factories near where you want them to lurk also works to an extent.
I thought that perhaps being able to set way points for your buildings might be good, but I'm not sure how you'd convey that in-game. Like would you stand on the factories to set the points? or would standing in the command tower allow you to set points? Would you have to select them with the mouse pointer first?
It's all very confusing. I don't want to make the buidings too over the top in fear of turning the game into pure tower defense.
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You might want to search the thread "Ask a Janitor anything!" In General Discussion. Some... inspiration might be obtained there (hillarity is a guarantee

)
I've read about 1/2 of the thread so far, I'm going to have to go back and read the rest later. Man, that guy has it worse than me lol. Epic thread though.
I work in a bank so it doesn't really get that dirty.